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Academic Knowledge: LOG, Knowledge *Aeronautics Mechanic: LOG, Technical *Alchemy: MAG, Magical Animal Handling: CHA, Technical *Arcana: LOG, Magical Archery: AGI, Combat Active Armorer: LOG, Technical *Artificing: MAG, Magical Artisan: INT, Technical *Assensing: INT, Magical *Astral Combat: WIL, Magical Automatics: AGI, Combat Active *Automotive Mechanic: LOG, Technical *Banishing: MAG, Magical *Binding: MAG, Magical *Biotechnology: LOG, Technical Blades: AGI, Combat Active *Chemistry: LOG, Technical Clubs: AGI, Combat Active *Compiling: RES, Resonance Computer: LOG, Technical Con: CHA, Social *Counterspelling: MAG, Magical Cybercombat: LOG, Technical *Cybertechnology: LOG, Technical *Decompiling: RES, Resonance Demolitions: LOG, Technical *Disenchanting: MAG, Magical Disguise: INT, Physical Active Diving: BOD, Physical Active *Electronic Warfare: LOG, Technical Escape Artist: AGI, Physical Active Etiquette: CHA, Social Exotic Melee Weapon (Specific): AGI, Combat Active Exotic Ranged Weapon (Specific): AGI, Combat Active First Aid: LOG, Technical Forgery: LOG, Technical Free-Fall: BOD, Physical Active Gunnery: AGI, Vehicle Gymnastics: AGI, Physical Active SKILL LIST DEFAULTING SKILLS Use skill you don’t have: Linked Attribute 1 GM Discretion: May disallow Edge to Push the Limit *Some skills can’t default: Marked with * in Skill List Unaware (Specific Skill): Can’t Default that Skill SUBSTITUTING SKILLS GM Discretion: can use related skill at penalty. Can always substitute related Active skill for Knowledge skill check, but not vice versa Hacking: LOG, Technical *Hardware: LOG, Technical Heavy Weapons: AGI, Combat Active Impersonation: CHA, Social *Industrial Mechanic: LOG, Technical Instruction: CHA, Social Interests Knowledge: INT, Knowledge Intimidation: CHA, Social Language: INT, Language Leadership: CHA, Social Locksmith: AGI, Technical Longarms: AGI, Combat Active *Medicine: LOG, Technical *Nautical Mechanic: LOG, Technical Navigation: INT, Technical Negotiation: CHA, Social Palming: AGI, Physical Active Perception: INT, Physical Active Performance: CHA, Social *Pilot Aerospace: REA, Vehicle *Pilot Aircraft: REA, Vehicle *Pilot Exotic Vehicle (Specific): REA, Vehicle Pilot Ground Craft: REA, Vehicle *Pilot Walker: REA, Vehicle Pilot Watercraft: REA, Vehicle Pistols: AGI, Combat Active Professional Knowledge: LOG, Knowledge *Registering: RES, Resonance *Ritual Spellcasting: MAG, Magical Running: STR, Physical Active Sneaking: AGI, Physical Active *Software: LOG, Technical *Spellcasting: MAG, Magical Street Knowledge: INT, Knowledge *Summoning: MAG, Magical Survival: WIL, Physical Active Swimming: STR, Physical Active Throwing Weapons: AGI, Combat Active Tracking: INT, Physical Active Unarmed Combat: AGI, Combat Active *Skill cannot Default LINKED A TTRIBUTE GM Discretion: may need to use different Linked Attribute than listed SPECIALIZATION +2 to tests. Max +2 (Can’t benefit from 2 Specializations on 1 test). Can’t Specialize in Skill Group

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Page 1: KILL IST LINKED ATTRIBUTE GM Discretion: may need to use ... Edition... · to Memory tests to recall details about you. –2 to all tests to shadow/locate you in populated setting

Academic Knowledge: LOG, Knowledge *Aeronautics Mechanic: LOG, Technical *Alchemy: MAG, Magical Animal Handling: CHA, Technical *Arcana: LOG, Magical Archery: AGI, Combat Active Armorer: LOG, Technical *Artificing: MAG, Magical Artisan: INT, Technical *Assensing: INT, Magical *Astral Combat: WIL, Magical Automatics: AGI, Combat Active *Automotive Mechanic: LOG, Technical *Banishing: MAG, Magical *Binding: MAG, Magical *Biotechnology: LOG, Technical Blades: AGI, Combat Active *Chemistry: LOG, Technical Clubs: AGI, Combat Active *Compiling: RES, Resonance Computer: LOG, Technical Con: CHA, Social *Counterspelling: MAG, Magical Cybercombat: LOG, Technical *Cybertechnology: LOG, Technical *Decompiling: RES, Resonance Demolitions: LOG, Technical *Disenchanting: MAG, Magical Disguise: INT, Physical Active Diving: BOD, Physical Active *Electronic Warfare: LOG, Technical Escape Artist: AGI, Physical Active Etiquette: CHA, Social Exotic Melee Weapon (Specific): AGI, Combat Active Exotic Ranged Weapon (Specific): AGI, Combat Active First Aid: LOG, Technical Forgery: LOG, Technical Free-Fall: BOD, Physical Active Gunnery: AGI, Vehicle Gymnastics: AGI, Physical Active

SKILL LIST

DEFAULTING SKILLS Use skill you don’t have:

Linked Attribute –1 GM Discretion: May disallow Edge to Push the Limit *Some skills can’t default: Marked with * in Skill List Unaware (Specific Skill): Can’t Default that Skill

SUBSTITUTING SKILLS GM Discretion: can use related

skill at penalty. Can always substitute related Active skill for Knowledge skill check, but not vice versa

Hacking: LOG, Technical *Hardware: LOG, Technical Heavy Weapons: AGI, Combat Active Impersonation: CHA, Social *Industrial Mechanic: LOG, Technical Instruction: CHA, Social Interests Knowledge: INT, Knowledge Intimidation: CHA, Social Language: INT, Language Leadership: CHA, Social Locksmith: AGI, Technical Longarms: AGI, Combat Active *Medicine: LOG, Technical *Nautical Mechanic: LOG, Technical Navigation: INT, Technical Negotiation: CHA, Social Palming: AGI, Physical Active Perception: INT, Physical Active Performance: CHA, Social *Pilot Aerospace: REA, Vehicle *Pilot Aircraft: REA, Vehicle *Pilot Exotic Vehicle (Specific): REA, Vehicle Pilot Ground Craft: REA, Vehicle *Pilot Walker: REA, Vehicle Pilot Watercraft: REA, Vehicle Pistols: AGI, Combat Active Professional Knowledge: LOG, Knowledge *Registering: RES, Resonance *Ritual Spellcasting: MAG, Magical Running: STR, Physical Active Sneaking: AGI, Physical Active *Software: LOG, Technical *Spellcasting: MAG, Magical Street Knowledge: INT, Knowledge *Summoning: MAG, Magical Survival: WIL, Physical Active Swimming: STR, Physical Active Throwing Weapons: AGI, Combat Active Tracking: INT, Physical Active Unarmed Combat: AGI, Combat Active *Skill cannot Default

LINKED ATTRIBUTE GM Discretion: may need to use

different Linked Attribute than listed

SPECIALIZATION +2 to tests. Max +2 (Can’t benefit

from 2 Specializations on 1 test). Can’t Specialize in Skill Group

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COMBAT ACTIVE SKILLS Clubs: Improvised weapons

Heavy Weapons: Doesn’t include Vehicle-mounted weapons (use Gunnery)

PHYSICAL ACTIVE SKILLS Diving: Holding your breath

Free-Fall: Jumping from 2nd story window or a plane, using zipline or bungee cord Palming: Sleight-of-hand, pickpocket, hide small item

SWIMMING Complex Action, 1 Turn Move: (AGI + STR) / 2 Meters.

Simple Action to “Sprint”: Swimming + STR [Physical], +1m/Hit, +2m/Hit for Elf/Troll. Fatigue Damage from extended swimming. Holding Breath: 1 minute (20 Turns). Past that: (Swimming or Diving) + WIL [Physical]. Specialization: Controlled Hyperventilation Each Hit adds 15 Seconds (5 Turns). Past that: 1 Stun Damage/Turn (No Resistance). Full Stun Damage: Unconscious, 1 Physical/Turn Treading Water: STR minutes, then: Swimming + STR [Physical] (2). Success: continue Treading for STR minutes. Failure: 1 Stun Damage

ESCAPE ARTIST Escape Artist + AGI [Physical]

Threshold based on Restraints, see table Success: Free after 20 Turns (1 minute) divided by Net Hits above Threshold GM Discretion: Some restraints can’t be escaped

CLIMBING Assisted: Requires Climbing Gear

Unassisted: no Gear required Assisted/Unassisted: Complex Action, Gymnastics + STR [Physical], Hits determine Movement, see table Rappelling: Requires Climbing Gear, Simple Action. Free-Fall + BOD [Physical] (2) Perform other Simple Action on Turn: –2 both Actions Descend at free-fall speed: 20m/Turn + 1m/Net Hit above Threshold. Stop with another Free-Fall test. Glitch: Halt progress, requires REA + STR test to hold on, Assisted climbing gets 2nd test by whoever set safety lines: Free-Fall + LOG [Mental] (½ BOD, round down) – Falling character may use their Edge. Failure: Fall 20m/Turn. Next Action Phase, can try test again at –2 to catch yourself GM Discretion: Others get REA + STR test to grab you

PERCEPTION Perception + INT [Mental] Multiple People Perceiving: Teamwork Test Threshold: Set by Table or by Opposed Stealth skill Vision-based: Visibility/Light Mod’s. Add’l Modifiers: see table Net Hits above Threshold give more detail Noticing Magic: +2 for Magic-related skill (incl Knowledge skills) Threshold = Caster’s Skill (or 6 if no Skill) – Force

JUMPING Gymnastics + AGI [Physical]

Horizontal Jump: Max Distance = AGI x 1.5m Running: 2m/Hit, Standing: 1m/Hit Vertical Jump: Max Height = Your Height x 1.5m 0.5m/Hit

RUNNING Sprint: Complex Action: Running + STR

[Physical], GM may Modify for rough/slippery terrain Movement for Turn: +2m/Hit (+1m for Dwarf/Troll) Long Distance Running: Can run for (BOD + Running) x 10mins, then take Fatigue Damage

SNEAKING & PALMING Opposed by Perception + INT [Mental]

GM Choice: Use Stealth skill being used in place of Perception

DISGUISE & IMPERSONATION Create Disguise (makeup/

costume): Disguise + INT [Mental]. Hits = Threshold for Perception + INT [Mental] test to see through Disguise. GM Discretion: Use Disguise in place of Perception. Impersonation: Impersonation + CHA [Social]. Hits can add to Disguise hits, or use Impersonation alone. Disguise Kit: use Build & Repair rules for building Disguise. GM Assigns Threshold. Success: +½ Threshold to Disguise Dice Pool to Create Disguise (Max +4)

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SOCIAL SKILLS Social Modifiers: see Table GM Discretion: May give modifiers for role-playing Generally Opposed Tests (see Social Skill Tests Table) Influencing Groups: Opposed by Leader (GM choice). Leader: +2 “Ace in the Hole”, +(# in group) to *Social+ Con: Lie, fool, manipulate, fast-talk, seduce Impersonation: see Disguise & Impersonation Intimidation: Target can use CHA + WIL Performance: Simple Test: Hits measure quality. Opposed by CHA + WIL if trying to distract/influence. GM determines effect of distraction/influence (usually Net Hits gives bonus to other skill check)

ETIQUETTE Being accepted/moving in social circles

Etiquette + CHA [Social] vs. Perception + CHA [Social] Success: You’re accepted. 3+ Net Hits: Attitude improves by 1 on Social Modifiers Table Recover from social blunder: GM sets Threshold Glitch: –2 on next test. Critical: could start a war

LEADERSHIP Complex Action to ‘Lead’: Leadership +

CHA [Social] Command: Opposed by Leadership + WIL [Mental] Target accepts you as leader for (Net Hits) Turns. Cannot perform if failed on target before. Direct: Teamwork Test for any 1 test (Composure or any Skill) on or before target’s next Action Phase: +1 to Limit, +Hits to Dice Pool (Max Bonus = target’s skill) Inspire: Replace subordinates’ Surprise Test with your Leadership Test Rally: +1 Initiative per 2 Hits for all subordinates

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SURVIVAL Covers all environments (including urban)

Find food, shelter, water. If exposed to elements for 24 hours: Survival + WIL [Mental] See Survival Table for Threshold and Modifiers Failure: Stun Damage = 2 x Threshold. Can’t heal Damage by resting while still exposed to elements. Full Stun Damage: Unconscious, Physical Damage

TRACKING Tracking + INT [Mental]

GM Modifies for terrain/weather/age of tracks If Tracker actively obscuring trail, opposed by: Sneaking + AGI [Physical] Otherwise, GM sets Threshold Net Hits give additional info (# of tracks, age) Urban: Add’l info: can use AR, cameras, crowds to find when target passed and where they were headed Tracking Dog/Critter: Teamwork Test with Animal Handling

TECHNICAL SKILLS Aeronautics Mechanic: Repair aircraft

Armorer: Repair/modify weapons & armor Biotechnology: Spot/repair/modify bioware Computer: Base skill for using Matrix Cybertechnology: Spot/repair/modify cyberware Industrial Mechanic: Repair/modify power generators, HVAC, assembly line equipment, industrial robots Nautical Mechanic: Repair/modify watercraft

BUILD/REPAIR Extended Test, modified by Build/Repair Table

GM Assigns Threshold/Interval, may require tools/facilities Note on Extended Tests: –1 Dice on each successive roll

FORGERY Fake ID, signature, credstick, paperwork,…

Forgery + LOG. Limit: [Physical] for physical objects (signature, art,…) OR [Mental] for data objects (credstick, paperwork,…) Modified by Build/Repair Table. GM sets time needed. Data-objects automatically exposed as forgeries if checked with Matrix (transfer nuyen on credstick, SIN check,…) Hits = Threshold for spotting fake with (Perception or Forgery) + INT [Mental], Spotter wins ties

NAVIGATION Only need if AR mapping can’t navigate for you

Navigation + INT [Mental], GM sets Threshold (based on terrain, visibility, landmarks, existing trails, locals’ advice…)

KNOWLEDGE SKILLS Determines what character knows

(no test for easy info). GM sets Threshold, see Table

LANGUAGE SKILLS Test only required if time is short,

high-pressure situation, or precise translation needed. Social Skills with Foreign Language: Can’t use more dice than Language Skill

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POSITIVE QUALITIES Ambidextrous: no –2 off-hand

Analytical Mind: +2 to LOG tests involving pattern recognition, evidence analysis, clue hunting, puzzles. Problem-solving time: reduced by ½ Aptitude: 1 skill at Rating 13 (7 at Character creation) Astral Chameleon: Signatures last ½ as long, –2 to anyone Assensing your fading signature Bilingual: 2nd native language Blandness: Unmemorable appearance. +1 Threshold to Memory tests to recall details about you. –2 to all tests to shadow/locate you in populated setting. (does not apply to Matrix/Magic searches). Quality forfeited by scar, tattoo, obvious cyberware,… Doesn’t apply if you stand out (troll in human crowd) Catlike: +2 Sneaking Codeslinger: +2 to specific Matrix Action Double-Jointed: +2 Escape Artist, squeeze into cramped spaces Exceptional Attribute: +1 Racial Max for 1 Attribute First Impression: +2 to Social skills at 1st meeting only Focused Concentration (Rating 1-6): Sustain 1 Spell/Complex Form. Max Force/Level = Rating Gearhead: When driving vehicle/drone can get Bonus for 1d6 minutes: (+20% Speed OR +1 Handling) and +2 to stunts/difficult maneuvers. Can keep Bonus for additional 1d6 minutes, but vehicle takes 1 Damage/minute. After this 2nd period, Bonus ends. Guts: +2 to resist fear and intimidation (including from Spells and Critter Powers) High Pain Tolerance (Rating 1-3): Ignore (Rating) Damage when calculating Wound Modifiers. Incompatible: Pain Resistance Adept Power, Damage Compensator Bioware Human-Looking: Can pass for human. Biased humans have Neutral attitude for Social tests. Metahumans biased vs. humans may dislike. Not allowed for Trolls. Indomitable (Rating 1-3): +1 to any Limit per Rating (Can apply all to 1 Limit or spread) Lucky: +1 Racial Max for Edge Magic Resistance (Rating 1-4): +Rating to Spell Resistance. Applies to beneficial spells as well. If voluntary subject required, automatically fails. Natural Athlete: +2 Running & Gymnastics

POSITIVE QUALITIES: HOME GROUND Know your

neighborhood very well. Choose 1 Bonus – only applies there (take multiple times: different bonuses): Astral Acclimation: Ignore up to 2 Background Count You Know a Guy: NPCs by default are Friendly (+2 to Social skills). +2 Street Cred when Negotiating Digital Turf: For specific Host. +2 to Matrix tests. Must visit once every 6 months or lose bonus The Transporter: +2 to escape pursuit, evade detection, lose someone trailing you On the Lam: +2 to find a safe-house when on the run (Street Knowledge + INT) Street Politics: +2 to Knowledge tests on gangs and criminal activity

POSITIVE QUALITIES: JURYRIGGER +2 to mechanical

tests to repair/modify gear. Can attempt amazing technical feats (GM has final say on what’s possible). GM devises Threshold, get –1 to Threshold for Juryrigger. Example feats: Get broken device to operate for 1d6 minutes +1 Device Rating to a device for 1d6 Turns +1 Sensor or Handling to Vehicle/Drone (if combo with Gearhead bonus, Vehicle destroyed after) Improvise one-shot weapon from spare parts Bypass security device (trip beam, pressure plate,…)

POSITIVE QUALITIES: CONT’D Natural Hardening: +1

to Resist Biofeedback Damage Natural Immunity: Choose 1 disease or toxin (nonmagical). Can take 1 dose/exposure every 6 hours with no effect (can still be carrier). More frequent: normal effects, but ½ recovery time. Photographic Memory: +2 Memory tests Quick Healer: +2 Healing tests (including from spells) Resistance to Pathogens/Toxins: +1 to Resist Pathogens, Toxins, or Both Spirit Affinity: Choose 1 Spirit Type. Spirits more inclined to help/not attack/attack nonlethally. Gain 1 add’l Service when Summoned, +1 to Binding tests. Toughness: +1 Damage Resistance tests (with BOD) Will to Live (Rating 1-3): +Rating to Overflow (no change to Physical Condition Monitor)

NEGATIVE QUALITIES Addiction: see GM Board

Allergy: see GM Board Astral Beacon: Astral Signature is highly visible, fading signature lasts twice as long. –1 Threshold for others Assensing signature. Bad Luck: When spending Edge, roll 1d6. On 1: Edge has opposite effect (subtract dice from pool, go last in Initiative, glitch becomes critical glitch). Can only have Bad Luck once per game session. Bad Rep: Notoriety 3 (–3 [Social] if Rep known)

NEGATIVE QUALITIES: CODE OF HONOR Refuse to kill certain group (if Critter, must be Sapient). If anyone tries to kill protected group: CHA + WIL (4) Failure: must immediately intervene Limited job options: won’t take job that could threaten protected group Public Awareness: Each ‘witness’ of protected group left behind: +1 Public Awareness Non-lethal Attacks: If forced to attack, must use non- lethal attack. Roll 1d6. On 1: unexpected complication from non-lethal attack: taser causes heart attack, allergic reaction to knockout drug, spirit set free instead of banished,… May need Perception (4) to notice complication Death: If character allows/causes death, lose 1 Karma Assassin’s Creed: Never kill anyone unless paid to. Try to be precise & invisible, no collateral damage. Every unintentional death: –1 Karma & +1 Public Awareness Warrior’s Code: Don’t kill unarmed/unaware person

NEGATIVE QUALITIES: CONT’D Codeblock: –2 to

specific Matrix Action (must be likely to take) Combat Paralysis: 1st Turn of combat: Initiative is halved (round up), –3 to Surprise tests, +1 Threshold to Composure tests while in combat situations Dependents: Child/parent/spouse/friend/sibling depends on you for emotional & financial support. +50% time required for large projects, training new skills, improving skills,… Lifestyle cost: +10/20/30% Distinctive Style: +2 on tests to identify, trace, or locate you (does not apply to astral searches). –1 Threshold to Memory tests about you (Min. 1).

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NEGATIVE QUALITIES: CONT’D Elf Poser: Humans

only. May successfully pass as elf (with cosmetic surgery/disguise) for Social modifiers. If exposed, take Social Modifiers: Elves have Hostile Attitude (–3), non-elves have Prejudiced Attitude (–2) Gremlins (Rating 1-4): When working with technology: # of 1’s needed for Glitch is reduced by (Rating), Success Test may be required for basic tasks that usually require no test (to check for Glitch). Does not affect implants. Incompetent: Choose 1 Skill Group: Can never learn, Unaware (can’t Default), Success Test may be required for basic tasks that usually require no test, if gear requires use of skill, gain no benefit from gear Insomnia: When trying to recover Stun Damage, INT + WIL (4). Failure (10 Karma): double time required, Edge does not refresh. Failure (15 Karma): no Stun Dmg healed, can’t refresh Edge for at least 24 hours Loss of Confidence: Choose 1 Rating 4+ Skill: –2, can’t use Specializations, can’t use Edge Low Pain Tolerance: Wound Modifier for every 2 Damage (instead of 3). Affects Physical & Stun. Ork Poser: Humans & Elves only. May successfully pass as ork (with cosmetic surgery/disguise) for Social modifiers. If exposed, may take Social Modifiers: Orks may have Hostile Attitude (–3) or may not. Non-orks have Prejudiced Attitude (–2) if prejudiced to orks Prejudiced: Choose 1 target group: for all Social tests, –2/4/6 if Biased/Outspoken/Radical. In Negotiation, target receives +2/4/6 (in addition to your penalty) Scorched: Choose either BTL chips (must have Mild Addiction) OR Black or Psychotropic IC (must be decker/technomancer). Choose 1 side effect (see table). Use BTL chip/enter VR: BOD + WIL (4). Failure: suffer side effect for 6 hrs (Glitch: 24 hrs) Additionally for IC: WIL (3) to confront that type of IC, –2 to Damage Resistance tests against it Sensitive System: Awakened or Technomancers: WIL (2) before any Drain/Fading test, Fail: +2 Drain Value Others: Double Essence cost for cyberware, can’t get any bioware. Simsense Vertigo: –2 on all tests when interacting with AR or VR (includes smartlinks, image links,…)

NEGATIVE QUALITIES: SINNER National SIN: Legal

citizen of a nation from birth. Biometric info on file & shared with law enforcement. Pay 15% income tax. Criminal SIN: Corporate or National. Biometric info on file & shared with law enforcement. Convicted felon, served time. Felony not to broadcast your SIN at all times. If residential info not updated or appear to be evading oversight, you will be arrested. If broadcasting: people don’t trust you, may be denied entry to nice businesses, local police may question/suspect for any criminal activity in area (and may falsify evidence to convict). Pay 15% income tax. Awakened: may get regular visits from police to ‘check-in’ (check for illegal spells/foci, etc…) Corporate Limited SIN: Biometric info on file & shared with law enforcement. Usually records if Awakened. Low-ranking position or ex-employee. Social Modifiers: SINless (other shadowrunners, poor people in streets) have Hostile (–3) or Prejudice (–2) Attitude. Pay 20% income tax. Corporate SIN: Biometric info on file & shared with law enforcement. Usually records if Awakened. Grew up in corporation, now kicked out. Social Modifiers: SINless (other shadowrunners, poor people in streets) have Hostile (–3) Attitude, may violently attack/kill if discover your SIN. Corporate Born records are limited to megacorporations’ files. Global SIN Registry only shows you have a valid SIN. Pay 10% income tax.

NEGATIVE QUALITIES: CONT’D Social Stress:

Emotions sometimes interfere while interacting with others. Choose specific trigger (reminded of friend you lost): when using Leadership or Etiquette # of 1’s needed for Glitch is reduced by 1, Social Tests may be required for interactions that usually require no test Spirit Bane: Magic users only. Choose 1 Spirit type. Attacks you first (always with lethal force), reluctant to help you or your friends if asked, –2 to Summon or Bind, +2 to Resist you Banishing them Unsteady Hands: After stressful encounter: AGI + BOD (4). Failure: –2 AGI for remainder or run

NEGATIVE QUALITIES: CONT’D Uncouth: –2 to Social

tests to resist acting impulsively or improperly, Social Tests may be required for interactions that usually require no test, Unaware (can’t Default) in any Social skills you don’t have, Double cost for learning/ improving Social skills, No Social Skill Groups Uneducated: Unaware (can’t Default) in Technical and Academic/Professional Knowledge skills you don’t have, Double cost for learning/improving these skills, Success Test may be required for basic tasks that usually require no test Weak Immune System: +2 to Power of all diseases you must resist. Incompatible: Natural Immunity, Resistance to Pathogens

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MENTOR SPIRITS Bear Healer that cannot turn down those in need. Ferocious protector. All: +2 Damage Resistance (excluding Drain) Magician: +2 Health spells/preparations/rituals Adept: 1 level of Rapid Healing Disadvantage: Can go berserk when take Physical Damage or someone under your care is badly inured. Attack enemies with no regard for own safety. CHA + WIL (Wound Modifiers apply), berserk for (3 – Hits) Turns (can reduce to 0). If already berserk, extend duration. If incapacitate enemies, berserk ends. Cat Stealthy, sly, arrogant, secrets, toys with prey. All: +2 Gymnastics OR Sneaking Magician: +2 Illusion spells/preparations/rituals Adept: 2 levels of Light Body Disadvantage: At start of combat, CHA + WIL (3), Failure: can’t make attack that incapacitates enemy. Effect ends if you take Physical damage. Dog Loyal, single-minded, helpful to those kind to you All: +2 Tracking Magician: +2 Detection spells/preparations/rituals Adept: 2 Improved Senses Disadvantage: Must succeed at CHA + WIL (3) to leave someone behind, betray comrades, let someone else sacrifice themselves for you Dragonslayer Heroic, honorable, fun-loving, may slay ‘dragons’ of crime, pollution, corruption, or dragons All: +2 Social Skill of choice Magician: +2 Combat spells/preparations/rituals Adept: 1 level of Enhanced Accuracy, 1 level of Danger Sense Disadvantage: If break promise (by choice or accident) –1 to all actions until make good on promise

MENTOR SPIRITS Eagle Proud, solitary, sees everything, noble defender of nature, distrust technology All: +2 Perception Magician: +2 Summoning for Spirits of Air Adept: 1 level of Combat Sense Disadvantage: Allergy (Pollutants, Mild) Quality Fire-bringer Creator, gave spark of life, help others at own expense, zealous devotion to chosen cause All: +2 Artisan OR Alchemy Magician: +2 Manipulation spells/preparations/rituals Adept: 1 level of Improved Ability for any non-combat skill of choice Disadvantage: Must succeed at CHA + WIL (3) to refuse sincere request for help Mountain Stubborn, limitless endurance All: +2 Survival Magician: +2 Counterspelling and Anchored Rituals Adept: 1 level of Mystic Armor Disadvantage: Must succeed at CHA + WIL (3) to do anything without a plan. Must succeed at CHA + WIL (3) to abandon a plan, even if you must go on alone. Rat Scavenger, stealthy, thief, avoids fights All: +2 Sneaking Magician: +2 Alchemy when harvesting reagents, Can use reagents from any tradition Adept: 2 levels of Natural Immunity Disadvantage: Must succeed at CHA + WIL (3) to not flee or seek cover when caught in a combat (if nowhere to flee, can fight)

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MENTOR SPIRITS Raven Trickster, devious, thrives on misfortune of others (but doesn’t cause it, just exploits), gluttonous All: +2 Con Magician: +2 Manipulation spells/preparations/rituals Adept: Traceless Walk, 1 level of Voice Control Disadvantage: Must succeed at CHA + WIL (3) to not exploit another’s misfortune or pull clever trick/ prank, even if it hurts friends Sea Moody, chaotic, greedy, miserly All: +2 Swimming Magician: +2 Summoning for Spirits of Water Adept: 1 level of Improved Ability for (Gymnastics, Running, or Swimming) Disadvantage: Must succeed at CHA + WIL (3) to give something you own away or be charitable Seducer Desirous, prone to many vices, seeks to inflame others’ desires, avoids direct confrontation, exploits others’ weakness, willing to sacrifice others All: +2 Con Magician: +2 Illusion spells/preparations/rituals Adept: 1 level of Improved Ability for (Con, Impersonation, Performance, Etiquette, Leadership, or Negotiation) Disadvantage: Must succeed at CHA + WIL (3) to not pursue a vice or indulgence when made available Shark Hunter, merciless, wanderer, strikes to kill All: +2 Unarmed Combat Magician: +2 Combat spells/preparations/rituals Adept: Killing Hands Disadvantage: Can go berserk when take Physical Damage. Attack enemies with no regard for own safety. CHA + WIL (Wound Modifiers apply), berserk for (3 – Hits) Turns (can reduce to 0). If already berserk, extend duration. If incapacitate enemies, keep attacking their bodies until rage ends.

MENTOR SPIRITS Snake Wise, seeks out secrets, exacts price for advice All: +2 Arcana Magician: +2 Detection spells/preparations/rituals Adept: 2 levels of Kinesics Disadvantage: Must succeed at CHA + WIL (3) to not pursue secrets or knowledge few know about when receiving hints of their existence Thunderbird Storm incarnate, primal force, savage, short tempered All: +2 Intimidation Magician: +2 Summoning for Spirits of Air Adept: 1 level of Critical Strike Disadvantage: Must succeed at CHA + WIL (3) to not respond to an insult in kind Wise Warrior Honorable, dutiful, skilled in art of war, fights with strategy and sound tactics (not savagely) All: +2 Leadership OR Instruction Magician: +2 Combat spells/preparations/rituals Adept: 1 level of Improved Ability for any combat skill Disadvantage: Follow Warrior’s Code of Honor (see Negative Quality: Code of Honor), if act dishonorably or without courtesy (by choice or accident), –1 to all actions until you atone Wolf Hunter, warrior, never shows cowardice, devoted to pack All: +2 Tracking Magician: +2 Combat spells/preparations/rituals Adept: 2 levels of Attribute Boost (AGI) Disadvantage: Must succeed at CHA + WIL (3) to retreat from a fight